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Metaverse and Immersive
Technologies
Scrivener Publishing
100 Cummings Center, Suite 541J
Beverly, MA 01915-6106
Scope: The increase in technological advancements in the areas of artificial intelligence (AI),
machine learning (ML) and data analytics has led to the next industrial revolution, “Industry
5.0”. The transformation to Industry 5.0 collaborates human intelligence with machines to
customize efficient solutions. This book series aims to cover various subjects under promising
application areas of Industry 5.0 such as smart manufacturing, green ecology, digital
medicine, supply chain management, smart textiles, intelligent traffic, innovation ecosystem,
cloud manufacturing, digital marketing, real-time productivity optimization, augmented
reality and virtual reality, smart energy consumption, predictive maintenance, smart additive
manufacturing, hyper customization and cyber physical cognitive systems. The book series
will also cover titles supporting technologies for promoting potential applications of Industry
5.0, such as collaborative robots (Cobots), edge computing, Internet of Everything, big data
analytics, digital twins, 6G and beyond, blockchain, quantum computing and hyper
intelligent networks. .
Publishers at Scrivener
Martin Scrivener (martin@scrivenerpublishing.com)
Phillip Carmical (pcarmical@scrivenerpublishing.com)
Metaverse and Immersive
Technologies
An Introduction to Industrial,
Business and Social Applications
Edited by
Chandrashekhar A, Shaik Himam Saheb,
Sandeep Kumar Panda
ICFAI Foundation for Higher Education, Hyderabad, Telangana, India
S. Balamurugan
Albert Einstein Engineering and Research Labs
Coimbatore, Tamilnadu, India
and
Sheng-Lung Peng
Department of Creative Technologies and Product Design
National Taipei University of Business, Taiwan
This edition first published 2023 by John Wiley & Sons, Inc., 111 River Street, Hoboken, NJ 07030, USA
and Scrivener Publishing LLC, 100 Cummings Center, Suite 541J, Beverly, MA 01915, USA
© 2023 Scrivener Publishing LLC
For more information about Scrivener publications please visit www.scrivenerpublishing.com.
All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or
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is available at http://www.wiley.com/go/permissions.
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ucts visit us at www.wiley.com.
ISBN 978-1-394-17454-6
Set in size of 11pt and Minion Pro by Manila Typesetting Company, Makati, Philippines
10 9 8 7 6 5 4 3 2 1
Dedication
Dedicated to my sisters Susmita, Sujata, Bhaina and Sukanta; nephew
Surya Datta; wife Itishree (Leena); my son Jay Jagdish (Omm); and Late
father Jaya Gopal Panda, and Late mother Pranati Panda.
v
Contents
Preface xxi
Acknowledgment xxv
1 Metaverse: A Study on Immersive Technologies 1
Dileep Kumar Murala and Sandeep Kumar Panda
1.1 Introduction 2
1.1.1 The Emergence of the Metaverse 2
1.1.2 Core Attributes of a Metaverse 2
1.1.3 Key Features of Metaverse 3
1.1.4 Layers of Metaverse 6
1.1.5 Look into the Metaverse Technologies 10
1.1.6 Six Characteristics of the Metaverse 13
1.1.7 Accessing the Metaverse 14
1.1.8 What Can We Do in the Metaverse? 14
1.1.9 Applications of Metaverse 15
1.2 Related Works and Contributions 16
1.3 The Metaverse Architecture, Developments, and Tools 18
1.3.1 Architecture and Definition 18
1.3.2 Present-Day Developments 22
1.3.3 Instruments, Frameworks, and Platforms 25
1.3.4 Lessons Discovered 26
1.4 Advantages and Disadvantages of Metaverse 28
1.4.1 Advantages of Metaverse 28
1.4.2 Disadvantages of Metaverse 30
1.5 The Metaverse Challenges and Countermeasures 32
1.6 Future Research Directions 32
Conclusion and Future Directions 35
References 36
vii
viii Contents
The 1990s brought the proliferation of the internet throughout the world.
Researchers developed various computer-mediated virtual environments
including social networks, video conferencing, virtual 3D worlds, aug-
mented reality applications, and Non-Fungible Token games. The term
‘metaverse’ has been coined to encompass the digital transformation in
every aspect of our physical lives. At the core of the metaverse is the vision
of an immersive internet as a gigantic, unified, persistent, and shared
realm. While metaverse may seem futuristic, it is catalyzed by emerging
technologies, such as extended reality, human-computer interaction, arti-
ficial intelligence, blockchain, computer vision, IoT and robotics, edge and
cloud computing, and future mobile networks. In terms of applications,
the metaverse ecosystem allows human users to live and play within a
self-sustaining, persistent, and shared realm. The metaverse is a virtual and
visual world that combines physical and digital experiences. At present, the
development and implementation of the metaverse is in the nascent stage
and lacks a framework for visual construction and scrutiny. Therefore, this
book offers a 360-degree exploration of the metaverse, with a focus on ava-
tars, content creation, virtual economy, social acceptability, security, pri-
vacy, trust, and accountability.
This book provides a thorough explanation of how the technology
behind metaverse and other virtual reality is changing the world. The
primary objective is to present the revolutionary innovation of the 21st
Century—the metaverse—and exhibit its wide range of applications in dif-
ferent domains. Although blockchain and VR/AR were the first popularly
known applications of the metaverse, several other applications also exist.
While some still believe the metaverse is overhyped, in reality, it is trans-
forming almost every industry—healthcare, 3D, 4D, industry, game indus-
try, business management, artificial intelligence, and IoT, just to name a
few.
xxi
xxii Preface
This technological breakthrough not only paved the way for virtual real-
ity, but provides useful solutions for other areas of technology. The unique
nature of the technology, which is a single, shared, immersive, persistent,
3D virtual space where humans experience life in ways not possible in
the physical world, makes it suitable for all real-world applications. The
technology has great potential to transform business, and companies are
already in the race for different product offerings.
The book is organized to cover all aspects of the metaverse, including
its fundamentals, features, working principles, and application in different
sectors.
Chapter 1 presents an in-depth analysis of the technologies used in the
metaverse and provides a solid foundation from which to further study
this fascinating field. Specifically, the chapter presents the fundamental
characteristics of a novel-distributed metaverse architecture in terms of
ternary-world interactions. The benefits and drawbacks of the metaverse
are explored, along with the current pressing problems faced by metaverse
systems and their most cutting-edge solutions. Finally, the chapter pro-
poses new avenues for the study of metaverse system developments.
Chapter 2 investigates the expected utilization of blockchain innovation
in the metaverse, explicitly in the spaces of AR, VR, and MR. The special-
ized parts that utilize blockchain in these virtual conditions are examined,
including how it tends to be leveraged to get client data and works with
exchanges inside the virtual world. Also analyzed are the difficulties and
amazing possibilities that come from coordinating blockchain innovation
in the metaverse, like issues of versatility, interoperability, and reception.
Also discussed is the potential for future development and the latest head-
way in the combination of blockchain innovation with the metaverse, as
well as likely roads for additional examination in this field.
Chapter 3 provides basic information about blockchain, its consensus
algorithms, its usage and problems in the metaverse, how it can used for
solving metaverse issues, and future directions.
Chapter 4 describes how the metaverse relies upon blockchain tech-
nology and its components, such as data acquisition, data interoperability,
data storage, privacy, and security.
Chapter 5 provides a clear understanding about the usage of the
metaverse in healthcare industries and day to day healthcare applications.
The metaverse is important in many healthcare innovations, for example
the ophthalmology spectacle frame selection is easier in online applica-
tions because the lenskart uses metaverse technologies.
Chapter 6 discusses many topics related to the metaverse, including its
characteristics and immersive reality, the functions of VR, AR, and MR,
Preface xxiii
why extended reality serves as its foundation, how to access it now, open
issues, the creation of apps, obstacles, and its advantages over 2D learning
settings. Finally, the chapter suggests a future research agenda that will be
helpful to academics, industry experts, and decision-makers alike.
Chapter 7 explains how VRMAW is a one-of-a-kind, cutting-edge weld-
ing solution that promotes digital technology for teaching inexperienced
welders. It outlines how to use metal arc welding while also being cost-
effective, environmentally friendly, and clean.
Chapter 8 thoroughly explores the potential of creating 3D parametric
computer-aided models using the AR technique.
Chapter 9 introduces a metaverse-based platform that was designed
with the online education ecosystem in mind. This platform shows that
online teaching and educational activities can be performed within the
immersive metaverse, as well as holistic educational activities like learning,
communication, and empathy.
Chapter 10 pertains to eye diseases, Keratoconus, and the use of corneal
topography to inspect for various defects in the eye.
Chapter 11 addresses the latest findings of a study on the possible uses
of the metaverse in the industrial sector, and the significance of applying it
to the industrial supply chain.
Chapter 12 clearly describes various applications of augmented reality
in multiple domains, including gaming, construction, tourism, and many
more.
Chapter 13 expresses the importance of virtual reality (VR) in vari-
ous manufacturing industries. VR is a powerful invention and interactive
technology that significantly impacts our lives. Often known as immersive
multimedia, VR replicates a physical presence for the audience in both the
real and virtual worlds.
Chapter 14 explores the exciting world of mixed reality (MR). MR
combines elements of both virtual and augmented reality to create a truly
immersive and interactive experience. The chapter discusses the tech-
nologies used in MR, its current applications in multiple industries (e.g.,
entertainment and education), and its potential for future developments in
fields such as healthcare and manufacturing.
Chapter 15 provides basic information about the technical aspects of
artificial intelligence (AI), its role and importance in the metaverse, and
suggested research directions.
Chapter 16 gives basic information about IoT, its relationship and
importance to the metaverse, and the contribution of IoT in the creation
of the metaverse. The chapter looks at IoT applications, the advantages and
challenges of an IoT-based metaverse, and possible research directions.
xxiv Preface
Topics presented in each chapter are unique to this book and are
based on the unpublished work of its esteemed contributors. The editors
attempted to cover all the new trends and experiments in regards to the
metaverse. This book should serve as a reference for a larger audience, such
as system architects, practitioners, developers, and researchers.
Our thanks go to Wiley and Scrivener Publishing for their continuous
support and guidance in the production of this volume.
Chandrashekhar A
Department of Mechatronics, Faculty of Science and Technology (IcfaiTech),
ICFAI Foundation for Higher Education (IFHE), Deemed to be University,
Hyderabad, Telangana, India
Acknowledgment
The preparation of this edited book was like a journey that we had undertaken
for several months. We wish to express our heartfelt gratitude to Director
Prof. (Dr.) K. L. Narayana, Faculty of Science and Technology (IcfaiTech),
ICFAI Foundation for Higher Education, Hyderabad, Telangana, India,
ICFAI Society, our families, friends, colleagues, and well-wishers for their
constant support throughout this journey. We express our gratitude to all
the chapter contributors, who allowed us to quote their remarks and work
in this book. We would like to acknowledge the hard work of the authors
and their cooperation during the revisions of their chapters. We would also
like to acknowledge the valuable comments of the reviewers which have
enabled us to select these chapters out of the so many chapters we received
and improve the quality of the chapters. We wish to acknowledge and appre-
ciate the Wiley-Scrivener team especially Martin Scrivener for their contin-
uous support throughout the entire process of publication. Our gratitude
is extended to the readers, who gave us their trust, and we hope this work
guides and inspires them.
xxv
1
Metaverse: A Study on
Immersive Technologies
Dileep Kumar Murala1 and Sandeep Kumar Panda2*
Abstract
The Metaverse is a concept that is currently being developed for the future gen-
eration of the Internet. It aims to provide an autonomous, completely immersive,
and spatiotemporal virtual community where people can work, play, and inter-
act. Recent advancements in cutting-edge technology such as augmented reality,
Artificial Intelligence, and blockchain are making the once-fantastical metaverse
seem more like a plausible reality. This paper presents an in-depth analysis of the
technologies utilized in the Metaverse, providing a solid foundation from which
to further study this fascinating field. To be more specific, we look into the fun-
damental characteristics of a novel distributed metaverse architecture in terms of
ternary-world interactions. The benefits and drawbacks of the metaverse are then
explored, along with the current pressing problems that metaverse systems face
and the most cutting-edge solutions to those problems. Finally, we propose new
avenues for metaverse system development study.
Chandrashekhar A, Shaik Himam Saheb, Sandeep Kumar Panda, S. Balamurugan and Sheng-Lung Peng (eds.)
Metaverse and Immersive Technologies: An Introduction to Industrial, Business and Social
Applications, (1–42) © 2023 Scrivener Publishing LLC
1
2 Metaverse and Immersive Technologies
1.1 Introduction
1.1.1 The Emergence of the Metaverse
The term “metaverse,” which was first used by author Neal Stephenson in
his science fiction novel Snow Crash, was first published in 1992 [1]. “Meta”
comes from the Greek for “beyond,” and “verse” means “universal.” The
novel depicted the metaverse as a virtual counterpart to the real world or a
dystopian version of the internet. Shared term “metaverse” is also used to
describe virtual worlds where users can enter as digital avatars and conduct
business or social interactions with other users. The metaverse is intended
to be an alternative to the World Wide Web that is more immersive. There
have been several expansions of the Metaverse. In the late 1970s, text-based
interactive games like MUD (Multi-User Dungeon) were released, depict-
ing a multiplayer virtual environment with role-playing, interactive nar-
rative, and online conversation. At the time, the term “Metaverse” didn’t
exist. These games might be considered the forerunners of the Metaverse.
Commercial virtual worlds like Second Life were created during the post-
millennial era, which marked the start of the second phase. After that, a
fully virtualized 3D environment was approved, such as OpenSimulator,
which is normally compatible with Second Life [2].
The metaverse is an ever-present, cooperative online environment where
users can participate in interactive narratives. It combines several technolo-
gies, including Mixed Reality (MR), Virtual Reality (VR), Extended Reality
(XR), Augmented Reality (AR), the Internet of Things (IoT), Artificial
Intelligence (AI), Non-Fungible Tokens (NFTs), and Information and
Communications Technology (ICT) infrastructure. The Metaverse is cur-
rently being developed by IT firms as the successor to the mobile Internet.
The Metaverse will eventually surpass the Internet in terms of transform-
ing new service ecosystems in all spheres of human endeavor, including
healthcare, education, entertainment, e-commerce, and smart industries.
The excitement surrounding the Metaverse is primarily driven by two fac-
tors. First off, the COVID pandemic has caused a paradigm shift in how
people currently engage in work, entertainment, and socializing. As more
individuals get used to doing these physical activities in virtual reality, the
Metaverse will become necessary. Second, the Metaverse is becoming a
more real prospect thanks to newly developed technical enablers [3, 32].
Synchronous and live: The Metaverse will be a living experience for every-
one, just like “real life,” with pre-scheduled and self-contained events.
Persistent: It simply keeps going without ever pausing, restarting, or
stopping.
Available individually and concurrently: Everyone can join the Metaverse
and participate in an event, venue, or activity with their agency. In a
well-functioning economy, people and corporations should be able to cre-
ate, own, invest in, sell, and be reimbursed for many acts that create value.
These actions include creating, selling, and being remunerated for goods
and services.
An experience: All aspects of the user’s environment, including online and
offline spaces, closed and open systems, and public and private networks,
should be considered [33, 71].
A wide range of contributors: There should be a wide variety of content and
activities, with many different people (some of whom work independently,
others for for-profit enterprises) involved [4].
Offer unprecedented interoperability: There needs to be seamless shar-
ing of information, digital assets, content, and other elements throughout
the various platforms; for instance, a car built for Rocket League (or even
Porsche’s website) may be adapted for use in Roblox. The way things work
in the digital world of today is comparable to the way a shopping mall
operates, with each establishment having its own money, ID cards, propri-
etary units of measurement for items such as shoes or calories, and sepa-
rate dress requirements, among other things [5, 72].
the growth of the metaverse ecosystem, the industry alliance offers crucial
opportunities for enhancing the metaverse’s infrastructure [6, 73].
Human Interface Technologies: When discussing infrastructure as one
of the primary metaverse characteristics, it is natural to resort to human
interface technologies. For joining the metaverse, users can utilize technol-
ogy such as VR headsets, haptics, AR glasses, and many more. The human
interface technologies aid in transferring users to the metaverse’s endless
immersive places. However, advances are being made to human interface
technology for the metaverse. Smartphones, laptops, tablets, and personal
computers can also function as metaverse access points when equipped
with the necessary features [7, 74].
Digital Avatars: Avatars are a key feature among the significant charac-
teristics of the metaverse. Digital avatars are one of the core components
of the metaverse’s design. Users can develop digital avatars for unconven-
tionally expressing their thoughts and feelings in the metaverse. You can
use the metaverse features to create personalized digital avatars, allowing
you to create a digital version of your favorite superhero. Intriguingly,
the ability to create and modify digital avatars in the metaverse also pro-
vides new opportunities for gamification. Consequently, digital avatars
build the foundation for an engaging and immersive experience within
the metaverse. Imagine 4.66 billion internet users creating digital avatars,
exploring the metaverse, exchanging knowledge, and engaging with other
avatars. Isn’t this a truly revolutionary experience?
Decentralization: Decentralization would be the second most prom-
inent response to the question, “What are the key characteristics of the
Persistent
Experience
Infrastructure
Human Interface
Decentralization
Spatial Computing
Creator Economy
Exploration
Experience
situated smack dab in the middle of the metaverse’s various layers. Figure
1.2 explain the seven layer of the Metaverse. The stages involved in the
framework are gaining experience, making discoveries, establishing a cre-
ator economy, conducting spatial computing, decentralizing power, and
interacting with humans.
Layer 1: Experience
The majority of firms and individuals are now focusing on this layer. In
digitally-driven environments, users interact with content such as gam-
ing, retail, NFTs, e-sports, and theatre. The metaverse is not only a three-
dimensional depiction of reality. It will be the pinnacle of the virtualization
of physical space, goods, and distance. When physical space dematerializes,
the limitations that are imposed physically will be lifted. As a result, the
metaverse will provide everyone with an abundance of experiences they
cannot currently enjoy. Multiple Interactive Live Events (MILEs) hosted on
platforms such as Decentraland and Roblox exemplify how the metaverse
will make these events available to anyone. Live entertainment-inspired
events, such as music concerts and immersive theatre, which have already
been featured in Fortnite, Roblox, and Rec Room will become more
prevalent in video games. Social entertainment will supplement e-sports
and internet groups. According to Jon Radoff, customers are increas-
ingly becoming content providers [12]. Not only in the obsolete sense of
“user-generated content,” but also as events and social interactions.”
Layer 2: Exploration
The discovery layer is concerned with the pulls and pushes that expose new
experiences to humans. “Pull” refers to an incoming system in which users
actively seek information and experiences, whereas “push” is more out-
going and consists of procedures that alert users of upcoming metaverse
encounters [13, 40]. In truth, the discovery layer is the most profitable for
businesses. Among the inbound and outbound discovery methods are:
Inbound: Marketing strategies include user-generated content, search
engines, real-time presence, app stores, and earned media.
Outbound: social media, paid media, and earned media.
Outbound: Display advertising, email, and social media, as well as
notifications
Community: Generated content is a significantly more cost-effective
method of discovering new things than traditional marketing. As content
becomes easier to exchange, barter, and share across an increasing number
of metaverse contexts, it becomes a marketing asset. Content markets will
replace application marketplaces as a discovery mechanism.
8 Metaverse and Immersive Technologies
Level 5: Decentralization
In a perfect scenario, the metaverse would be decentralized, open, and
diffuse - administered by a single entity and belonging to no one and every-
one simultaneously. Choices are maximized when systems are interoperable
and developed in a competitive market, which increases experimentation
and development. Moreover, creators have ownership over their data and
products. Decentralization encompasses the blockchain, smart contracts,
open-source platforms, and, eventually, the possibility of a digital iden-
tity that is fully autonomous. Developers may use online capabilities more
easily using distributed computing and microservices. The most famous
decentralized metaverse is Decentraland. It’s a blockchain-based virtual
10 Metaverse and Immersive Technologies
Layer 7: Infrastructure
The seventh layer ‘infrastructure’ consists of the technology that makes
the preceding items possible. 5G and 6G networks, Wi-Fi, cloud architec-
ture, AI, AR/VR/MR, blockchain, and graphics processing units enable the
metaverse (GPUs). 5G networks will exponentially increase capacity while
simultaneously reducing competition and latency.
Technology 2: AI and ML
Artificial Intelligence (AI): AI may help create Metaverse elements includ-
ing characters, landscapes, buildings, character routines, and more. Unreal
Engine may soon have sophisticated AI. AI could automate software devel-
opment, allowing users to generate more complex Metaverse items with
less effort. On the blockchain, smart contracts may also be created, audited,
and protected with the assistance of AI. Without artificial intelligence, it
will be difficult to develop a Metaverse experience that is appealing, lifelike,
and scalable. To lessen the risks of artificial intelligence while maintaining
its potential, businesses like Meta collaborate with think tanks and ethics
organizations.
Technology 3: Blockchain
The Metaverse, which is built on the blockchain, allows users to visit any
virtual area without going through any kind of centralized server. The
six metaverse categories of digital ownership, collectibility, value trans-
fer, governance, accessibility, and interoperability are where blockchain
shines. The metaverse is a good fit for blockchain technology since it is
open and affordable. Blockchain technology in the Metaverse may be
applied to in-game real estate, virtual currency, non-fungible tokens
(NFTs), self-identity authentication, and virtual currency [50–53]. A dig-
ital economy can flourish thanks to the existence of virtual currencies in
the metaverse. Assets in blockchain games are often validated cryptocur-
rencies, like NFTs or crypto tokens, and are held on the chain in a decen-
tralized way due to the games’ decentralized and Web3-oriented nature.
Each participant independently controls and owns their copy of the game.
In the gaming Metaverse, MetaBlaze stands out as a GameFi x Defi util-
ity coin with broad applicability across the entire web3 ecosystem. Players
may build and immerse themselves in a high-level, 3D, play-to-earn RPG
with unique content, stunning visuals, and incredibly thrilling gameplay,
all within the first Blockchain-gaming Metaverse to offer players perma-
nent rewards [22, 54–56].
Technology 4: IoT
Metaverse IoT apps collect and share data. IoT can connect a huge number
of real-world devices to 3D. Metaverse simulations are real-time. AI and
machine learning may help IoT manage data and improve the Metaverse.
Metaverse will analyze and interact with the real world using IoT. Metaverse
will customize IoT user experiences in 3D. Metaverse and the Internet of
Things will enable data-driven decisions with minimal mental effort and
training.
Study on Immersive Technologies 13
Technology 7 – 5G
Metaverse is the future of real-time communication. The Metaverse
requires high bandwidth, latency, and internet connections to join a vast
virtual environment with realistic graphics and polygon counts. With 5G’s
extremely high millimeter-wave frequencies, users can have immersive,
real-time dialogues with artificially intelligent characters in virtual real-
ity (VR) and augmented reality (AR). Roaming features improved render
LOD, user-friendly API integration and Developer Platforms would all
contribute to a wider audience.
Nyt pääsi pyhä isä väljemmille vesille. — Niin on, vahvisti hän
jumaluusoppineen vakavuudella. — Se tahtoo sanoa: kaksi näöltään
korkeinta, sillä toinen niistä aina on korkeampi, muuten ei olisi
siveellistä maailmanjärjestystä. Ja minä rukoilen jumalaa ja hänen
pyhimyksiään auttamaan ja opettamaan sinua, ettäs ymmärtäisit
tämän velvollisuuksista ylemmän ja ettäs halvemman hyljäisit sinä ja
sinun miehesi, sillä katso: pian on tämä suuri ja raskas ristiriita
teidän ratkaistavaksenne lankeeva.